OpenCLOn12
GLSL
OpenCLOn12 | GLSL | |
---|---|---|
3 | 27 | |
101 | 316 | |
4.0% | 1.3% | |
7.6 | 6.0 | |
27 days ago | about 2 months ago | |
C++ | ||
MIT License | - |
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OpenCLOn12
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A Review of Shader Languages
The SPIR-V OpenCL profile is suitable, the Vulkan one is much less suitable. (In the you can’t even transpile OpenCL C 1.2 to it fully, with quite heavily limited pointers…)
Metal has the best GPGPU story of the compute APIs, with D3D12 coming second after that. Both at least can have OpenCL C transpiled without catches to them…
Microsoft is writing CLon12 on that front: https://github.com/microsoft/OpenCLOn12
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WSL with CUDA Support
> OpenCL does not work. There's some bits about intel [& amd] GPUs, but nada on nvidia
This is planned to be fixed. WSL2’s GPU support currently doesn’t provide a path to provide an alternate OpenCL loader ICD location. (And not for OpenGL either)
Microsoft is developing CLon12 at https://github.com/microsoft/OpenCLOn12 as the option to provide OpenCL out of the box.
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Cross Platform GPU-Capable Framework?
OpenCL really is your best bet for a cross-platform GPU-capable framework. OpenCL 3.0 cleared out a lot of the cruft from OpenCL 2.x so it's seeing a lot more adoption. The most cross-platform solution is still OpenCL 1.2, largely for MacOS, but OpenCL 3.0 is becoming more and more common for Windows and Linux and multiple devices. Even on platforms without native OpenCL support there are compatibility layers that implement OpenCL on top of DirectX (OpenCLOn12) or Vulkan (clvk and clspv).
GLSL
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Is there a good resource for mapping GLSL extensions to Vulkan extensions/features
You're looking for this repo
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GLSL shaders resources
You have access to physical (u64) global memory pointers through buffer_reference in GLSL, note you should be using buffer_reference2
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New Blog: Introducing Ray Tracing Position Fetch Extension
On April 27, 2023 the Vulkan® Ray Tracing TSG released the VK_KHR_ray_tracing_position_fetch extension, which exposes the ability to fetch vertex positions from an acceleration structure hit when tracing rays. The SPIR-V SPV_KHR_ray_tracing_position_fetch and GLSL GL_EXT_ray_tracing_position_fetch extensions have also been released to provide SPIR-V and GLSL support for this functionality.
- Where can I find and what is with there being practically no documentation for GL_EXT_spirv_intrinsics and spirv_by_reference?
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Thoughts?
You can also have general extensions that are only supported on some hardware, for instance NVIDIA supports all of these extensions on OpenGL that add support for Vulkan's thread subgroup operations while AMD only supports these extensions and a few others that add support for similar features to the extension that NVIDIA supports, but with way more restrictions.
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You Can Use Vulkan Without Pipelines Today - Khronos Blog
GL_NV_ray_tracing is a vendor extension, but it does exist.
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Porting from DXR/HLSL to Vulkan Ray Tracing Extension/GLSL
According to this document, one should be able to extract those values through
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Learning Modern 3D Graphics Programming
The reports of my death are greatly exaggerated
https://github.com/KhronosGroup/GLSL/blob/master/extensions/...
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Is there any way to index an array of bindless textures based on gl_InstanceID?
I don't think there's away. For Vulkan, there's GL_EXT_nonuniform_qualifier which allows you to index with gl_InstanceIndex but AFAIK it's not available for OpenGL.
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Drawing multiple separate textures in one draw call
AMD hardware works a little differently, and for that you have to write a waterfall loop with subgroup instructions to get the correct behavior (since GL_EXT_nonuniform_qualifier doesn't exist in OpenGL GLSL). The loop might look like this (you would use it the same way as NonUniformEXT in Vulkan GLSL).
What are some alternatives?
kompute - General purpose GPU compute framework built on Vulkan to support 1000s of cross vendor graphics cards (AMD, Qualcomm, NVIDIA & friends). Blazing fast, mobile-enabled, asynchronous and optimized for advanced GPU data processing usecases. Backed by the Linux Foundation.
clspv - Clspv is a compiler for OpenCL C to Vulkan compute shaders
Rust-CUDA - Ecosystem of libraries and tools for writing and executing fast GPU code fully in Rust.
alpaka - Abstraction Library for Parallel Kernel Acceleration :llama:
vuh - Vulkan compute for people
SHADERed - Lightweight, cross-platform & full-featured shader IDE
ocl - OpenCL for Rust
clvk - Implementation of OpenCL 3.0 on Vulkan
VkFFT - Vulkan/CUDA/HIP/OpenCL/Level Zero/Metal Fast Fourier Transform library
build_all - GO HERE FIRST: nvpro-samples overview